Severnaya: Character Sheet: Difference between revisions
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'''EXPERIENCE | '''EXPERIENCE 6/161''' | ||
*[3 XP] Occult 1 | *[3 XP] Occult 1 | ||
*[1 XP] Socialize 2 | *[1 XP] Socialize 2 | ||
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*[5 XP] Stealth 4 | *[5 XP] Stealth 4 | ||
'''SESSIONS PLAYED: | '''SESSIONS PLAYED: 31''' | ||
*Session 1: 4 XP | *Session 1: 4 XP | ||
*Session 2: 5 XP | *Session 2: 5 XP | ||
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*Session 30: 5 XP | *Session 30: 5 XP | ||
*Session 31: 5 XP | *Session 31: 5 XP | ||
*Session 32: 6 XP | |||
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Revision as of 05:59, 2 May 2010
Name: Severnaya
Player: Brian Kirkland
Caste: Night
Concept: Gambler, Daredevil
Motivation: Rule the North
Anima:
Loyalties
Motivation | Eliminate the Realm's presence in the North |
Intimacies | Dice of the Heavenly Spectrum, Covenant |
Attributes
Strength | ●●○○○ | Charisma | ●●●○○ | Perception | ●●●●○ |
Dexterity | ●●●○○ | Manipulation | ●●●●○ | Intelligence | ●●●○○ |
Stamina | ●●○○○ | Appearance | ●●●●○ | Wits | ●●●●○ |
Abilities
Dawn | Zenith | Twilight | |||
Archery | ○○○○○ | Integrity | ●●○○○ | Craft | ○○○○○ |
Martial Arts | ●●●●● | Performance | ●●○○○ | Investigation | ●●○○○ |
Melee | ●○○○○ | Presence | ●●●○○ | Lore | ●○○○○ |
Thrown | ●●●○○ | Resistance | ●○○○○ | Medicine | ○○○○○ |
War | ○○○○○ | Survival | ●●○○○ | Occult | ●○○○○ |
Night | Eclipse | Specialties | |||
Athletics | ●●●○○ | Bureaucracy | ○○○○○ | Occult: Ghosts | ●●●○○ |
Awareness | ●●●○○ | Linguistics | ●●○○○ | ||
Dodge | ●●●○○ | Ride | ●○○○○ | ||
Larceny | ●●●●● | Sail | ○○○○○ | ||
Stealth | ●●●●○ | Socialize | ●●●○○ |
Spirit and Body
Health and Soak
Charms
Name | Cost | Type | Duration | Summary |
1st Martial Arts Excellency | 1m per die | Reflexive | Instant | Pg. 183 |
2nd Presence Excellency | 2m per success | Reflexive | Instant | Pg. 183 |
2nd Larceny Excellency | 2m per success | Reflexive | Instant | Pg. 183 |
2nd Stealth Excellency | 2m per success | Reflexive | Instant | Pg. 183 |
Integrity-Protecting Prana | 5m, 2wp | Reflexive (Step 2) | One Day | Pg. 199 |
Ox-Body Technique | - | Permenant | Permenant | Pg. 208 |
Body-Mending Meditation | 10m | Supplemental | Until the day ends | Pg. 208 |
Graceful Crane Stance | 3m | Reflexive | One Scene | Pg. 222 |
Flawlessly Impenetrable Disguise | 7m | Simple (6 ticks) | Until Sleep | Pg. 227 |
Flawless Pickpocketing Technique | 3m | Supplemental | Instant | Pg. 228 |
Lock-Opening Touch | 3m | Supplemental | Instant | Pg. 229 |
Stealing from Plain Sight Spirit | 5m, 0-1wp | Simple | DV refresh (Essence) times | Pg. 229 |
Easily Overlooked Presence Method | 3m | Simple | One Scene | Pg. 230 |
Striking Cobra Technique | 3m | Supplemental | Instant | Pg. 240 |
Perfect Mirror | 10m, 1wp |
Backgrounds
Background | Rating | Description | |||||
Artifact | ●●●○○ | Dice of the Heavenly Spectrum | |||||
Artifact | ●●○○○ | Pair of Orachalcum Hook Swords | |||||
Artifact | ●○○○○ | Orachalcum Chain Shirt | |||||
Contacts | ●○○○○ | in Gethamane | |||||
Manse | ●○○○○ | in the Black Crag Mountains at Amaranth Pass; Memory Hearthstone | |||||
Resources | ●●○○○ |
Attack Values
Attacks | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Social Combat
Base Values | Attacks | ||||||||||||||||||||||||||||||||
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Equipment & Holdings
Item | Value | Description | |||||
Memory Hearthstone | ●○○○○ | Allows user to have a photographic memory. | |||||
Orachalcum Chain Shirt | ●○○○○ | +7L/5B soak, 3L/3B hardness, 0 mobility, 0 fatigue, 1 to attune | |||||
Dice of the Heavenly Spectrum | ●●●○○ | detailed below |
Experience
EXPERIENCE 6/161
SESSIONS PLAYED: 31
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Dice of the Heavenly Spectrum
Each has a different magic metal: Orichalcum, Starmetal, Moonsilver, Jade, and Soulsteel. An individual can infuse each die with a mote of essence and make one roll per day. Different combinations produce different effects. The duration of the effect is until sunrise, at which time the dice can be used again.
As a general rule for the individual rolls, if an exalt type rolls his or her associated metal, the effect is greater. When both dice show such metals, the effect is maximized. Soulsteel has a negative effect for all exalt types except Abyssal, where it has a positive effect. Abyssals who roll the dice receive negative effects from Orachalcum.
The dice can also be used to settle a bet. The loser of the game is subject to a curse until the bet terms are met. The game is played with each exalt rolling one die. A roll of their associated metal wins them the game, unless the opponent has also rolled his or her associated metal. In this case, another roll is made. If a player rolls their opposite metal (for Abyssals, Orachalcum, for all other exalts, Soulsteel) then the player loses the game unless the opponent has also rolled his or her opposite metal. In this case, another roll is made. If a player rolls his or her associated metal while the opponent rolls their opposite metal, then the terms of the bet are doubled within reason.
The number rolled on a ten sided die corresponds to the metals as follows:
- 0-9: Orichalcum
- 7-8: Moonsilver
- 5-6: Starmetal
- 3-4: Jade
- 1-2: Soulsteel
Roll Effects
- Orichalcum/Orichalcum
- Solars: +2 strength, +2 stamina, and +4 lethal and bashing soak.
- Abyssals: Cannot spend peripheral essence in creation.
- Others: good
- Orichalcum/Starmetal
- Solars: The charm Prior Warning is in effect for the duration.
- Sidereals: great
- Abyssals: The character's thread in the loom of fate is illuminated, bringing to attention an obvious blight on creation to anyone examining the loom.
- Others: good
- Orichalcum/Moonsilver
- Solars: +3 accuracy and +3 defense in melee combat; +2 accuracy and +50 yards in ranged combat.
- Lunars: great
- Abyssals: bad
- Others: good
- Orichalcum/Jade
- Solars: Grants solars the ability to use dragon-blooded reflexive charm rules at a cost of one additional mote for the charm. Alternative: +1 Charisma, +1 Manipulation, and +1 Appearance
- Dragon-Blooded: great
- Abyssals: bad
- Others: +1 Charisma and +2 Presence
- Orichalcum/Soulsteel
- Solars: The character's virtues become off-balance affecting the character's personality. -1 Temperance, -1 Compassion, +1 Valor, +1 Conviction. Double the number of limit break points the character receives for the duration.
- Abyssals: The character's virtues become off-balance affecting the character's personality. +1 Temperance, +1 Compassion, -1 Valor, -1 Conviction. Double the number of limit break points the character receives for the duration.
- Others: bad
- Starmetal/Starmetal
- Sidereals: best case
- Others: The character receives visions from the loom of fate throughout the day.
- Starmetal/Moonsilver
- Sidereals: great
- Lunars: great
- Others: The moon and stars aid the exalt. From dusk until dawn, the exalt receives +1 Athletics, +1 Awareness, +1 Dodge, +1 Larceny, and +1 Stealth.
- Starmetal/Jade
- Sidereals: great
- Dragon-Blooded: great
- Others: All attacks deal +3L damage, attack rate increases by 1, and the speed of attacks is reduced by 1 tick to a minimum of 3.
- Starmetal/Soulsteel
- Sidereals: interesting
- Abyssals: The character loses its status as a creature of darkness for the day.
- Others: There is an eerie silence after the dice fall; there is no flash of essence and no immediate effect. But the pattern spiders have been upset, and this exalt's strand in the loom of fate has a knot up ahead, usually within 24 hours of the roll. This roll has no effect if the character is outside fate.
- Moonsilver/Moonsilver
- Lunars: best case
- Others: The character has a renewed sense of survival skills. +1 Stamina, +1 Survival, +1 Resistance, and +1 Ride. Increase the ability bonuses to +2 if the moon is out.
- Moonsilver/Jade
- Lunars & Dragon-Blooded: +1 Wits, +1 Manipulation, and +1 Dexterity
- Others: +1 to Wits, Manipulation, or Dexterity, whichever is the character's primary attribute
- Moonsilver/Soulsteel
- Lunars: interesting
- Abyssals: great
- Others: The character physically ages at an accelerated rate. By the end of the effect, the character will appear extremely old and weak. Every 6 hours, the character suffers an additional -1 Strength, -1 Stamina, and -1 Appearance.
- Jade/Jade
- Dragon-Blooded: best case
- Others: +1 Socialize, +1 Bureaucracy, and +1 Performance. Make this +2 if the ability is favored.
- Jade/Soulsteel
- Dragon-Blooded: interesting
- Abyssals: The character gains the ability to regain essence in creation.
- Others: Essence drains at 2 motes per hour starting from peripheral essence and proceeding to personal when the peripheral is depleted. The essence drain is visible as the caste mark on the forehead. This essence cannot be regained until the end of the effect.
- Soulsteel/Soulsteel
- Abyssals: The first person the character kills today will create a shadowland with a radius of Essence*50 yards that persists for one week.
- Others: The character is haunted by visions from the underworld. Her thoughts and senses are clouded, resulting in -1 Perception and -1 Wits. She faces a small chance of stepping into the underworld; for example, she could get up from a botched athletics roll only to see the underworld.
Incapacitation
An exalt can take a great risk when taking an incapacitating blow by rolling the dice. The effect for Solar exalts is as follows if such a roll is made:
- Orachalcum/Orachalcum
- In one miscellaneous action, the Solar resurrects with full health, essence, and willpower restored.
- Orachalcum/Any Other Metal
- The Solar cannot be killed for the remainder of the dice effect's duration (usually overnight, or 24 hours)
- Soulsteel/Soulsteel
- In one miscellaneous action, the Solar resurrects immediately as an Abyssal exalted with full health, essence, and willpower restored.
- Soulsteel/Any Other Metal
- The dying Solar is presented to the Neverborn as a candidate for deathknighthood.